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Messages - fortegigasgospel

Pages: 1 ... 5 6 [7] 8 9 ... 155
91
Rejected / Re: [Suggestion] Make a better ending for Megaman 7
« on: November 05, 2016, 10:54:56 PM »
You found that bland? It used to just slap you into the Wily Capsule, no cut scenes or anything before or after.

92
Closed / Re: [Suggestion] Lower Frag Limit
« on: November 05, 2016, 10:53:49 PM »
For the deathmacht maps
That still doesn't answer the question, you mean when you are playing against the bots via the single player? Which as I said each and every map the frag limit is different and not just "20 across every map" some maps it is 15, some 10, some 20, it is based on the map size and number of bots (which is usually based on the map size as well).

93
Closed / Re: [Suggestion] Lower Frag Limit
« on: November 05, 2016, 09:02:35 PM »
For which map? Each map in the campaign has it's own frag limit based on how large the map is and how many bots there are. And sometimes lower frag limits is actually harder due to it being easier for the bots to reach it as well.

94
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: November 01, 2016, 02:20:15 AM »
I've got a question: are Gamma's sprites getting a redesign so he has his canonical appearance, and not the one he has in the Nintendo Power poster?
That also isn't really canonical, it was a design based off Giant Robot/Gigantor

95
W.I.P Forum / Re: The Idea(s) Topic
« on: October 30, 2016, 08:25:39 PM »
Aside from watching speed-run videos of it, I have minimal/slightly moderate knowledge of Mighty Gunvolt. I thought of including GV2 assets in terms of the weapons based off of Copen's EX Weapons [As well as the ones from his 1st Phase DM at the final chapter that are based off of the ones from the first GV], which I've already devised a concept for all of, and a Copen skin. I'm all for Mighty Gunvolt Expansion if it ever happens.
Yea the idea of the "Mighty Gunvolt" expansion was to fill in for both GV and MN9 into 1, it would add the stuff from both not in MGV and maybe even add more GG stuff and cover GV2 once it came out.
What's about a Mission Mode Expansion?
What's about a Megaman Gb(1-4)Expansion?
Unless you are digging way back in this topic, or just blurting out things, nothing about either really.

96
I just noticed that Trinitro man's dead may be influenced by Phantom's dead in MMZ1(Because both try to kill the protagonist before/after dying).
Ew unlimited in our official discussion, also Trinitro's death only happens if you kill him by destroying his container, since you are causing an explosion of a robot who has an extremely combustible liquid inside him, so it isn't him "trying" to it is a result of blowing him up.

97
W.I.P Forum / Re: The Idea(s) Topic
« on: October 30, 2016, 06:53:44 PM »
Azure Striker Gunvolt "Expansion"?
Felt like tossing that idea out there hoping that it'll stick.
Of course this coming from one of the many people with an expansion "in the works" for 3 years so I CLEARLY have my doubts
We actually talked in discord a bit about this, felt best to make it Mighty Gunvolt expansion instead since it is where the assists would be coming from and it would also mix the MN9 characters in as well (Galgun too) to get easy stuff done while assists for the non-8bit things could be made.

98
W.I.P Forum / Re: Mega Man Rocks! EXPANSION PACK!
« on: October 23, 2016, 06:47:56 AM »
working on repoman's map, the progress is good:
(click to show/hide)

Ok, use "BLACK" for the ceiling, very VERY few maps use ceiling textures and those that due limit their use.
Those all textures need to be stretched out, the black tops and bottoms should align with the ceiling and the floor. A single stairway is not much of a tell, especially since we are seeing it from the side, and not an above angle.

99
Closed / Re: [Improved Sprites] Proto Shield Front
« on: October 23, 2016, 04:01:04 AM »
Proto Man is also interestingly enough based off of
(click to show/hide)
Char Aznable, and one of his most popular units from the original Gundam
(click to show/hide)
the gelgoog, which is where Proto Man's shield got it's design from.
Even Sniper Joe (which is where Proto Man's design came from) is also based off
(click to show/hide)
the gelgoog, with
(click to show/hide)
the Zaku for color.

So yea his shield was inspired by a pointed version as well. And like Gumball said, his skin already uses the pointed version.

100
Closed / Re: [Improved Sprites] Proto Shield Front
« on: October 22, 2016, 10:23:05 PM »
While not usually evident in his normal standing pose it could also probably be pointed on the top and bottom easily.

101
Rejected / Re: [improved sprites] Mega Buster HUD
« on: October 20, 2016, 12:07:14 AM »
But the white can look very out of place when darker colors are being used as for both primary and secondary like BHB.

102
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 17, 2016, 08:21:54 PM »
Will you add a sunstar fight? he is more underrated than quint,xd.
EDIT:Will there be a for hammer joes? ill like to throw hammers everyday (if i could make weapons)
Firstly, Sunstar is nowhere near under-rated. Secondly, Mega Man V for Gameboy will be V7.
"A for hammer joes"
What? If you are asking for a skin probably not. And there would never be a weapon for Hammer Joe in core anyway since that was never a weapon.

103
Mega Man Discussion / Re: What does Vent say when he jumps?
« on: October 16, 2016, 11:41:43 PM »
For me it sounds like he's saying:

"Thick!"
Mega Man ZX wasn't dubbed in English so all the lines are from the Japanese version. He is likely saying "Ha" like most people when they jump, it might just sound different.

104
Rejected / Re: Just a little thing that I think it's a mistake.
« on: October 16, 2016, 06:27:18 AM »
Na that line is grammatically correct.
Saying "I am THE number one" implies he is literally the number 1, "the" would work if he is saying "the best," "the greatest," or "the most powerful."

105
Closed / Re: [Suggestion] Ballade Cracker
« on: October 15, 2016, 06:13:22 PM »
I've personally always thought the RoF and ammo were always a good balance, and it is usually a rarer weapon at that.
I often have a hard time aiming Ballade Cracker myself tbh since it is hard to lead the shot since it moves so fast, and missing is a huge punishment due to that RoF. If anything maybe lower the splash damage, since aiming at people's feet is often the way to go with Drill Bomb and Ballade Cracker.

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